Base Class: Warlock
Your patron is The Hollow, a being whose entire essence is set on manipulation, and ultimately, the genocide of the entire universe. This "deity" was created alongside with the creation of the multiverse, and can be recorded in multiple times, spaces, and realities. The creature's motives are simple: create it's own bloodline and followers planted on the Earth, use it's incredible powers to manipulate those people, and destroy the world - or every single planet it comes across.
Hollow's can come in many different forms depending on the reality one lives in, but in general, the "deity" is large, dark, and thin. It's figure is covered by shadows, and the only thing that a person can see is the glowing white eyes.
Expanded Spell List
The Hollow lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Hollow Expanded Spells
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1st |
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2nd |
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3rd |
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4th |
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5th |
Stunning Evasion
Starting at 1st level, you can use your reaction when a creature attacks you within 5 ft. to call upon alternate realities and change the composition of your figure for a split second. This sudden change surprises the attacker and causes disadvantage on that hit. The glitch does not work if the enemy attacks using any other sense besides sight, and if the attacker cannot be frightened. You can use this feature a number of times equal to you Charisma modifier.
Hollowed Mask
Starting at 6th level, you hear a calling from the mask once worn by your master. Once per long rest, as a bonus action, you can place the mask on your face and gain one of the following abilities:
- You gain resistance to psychic damage for 1 minute or until you fall unconscious.
- You gain 1d6 psychic damage to any chosen melee or ranged weapon for 1 minute or until you fall unconscious.
- You gain advantage to charisma(intimidation) checks for 1 minute or until you fall unconscious.
Once the minute is over or you've fallen unconscious, the voice you hear from your mask falls away and the incited ability goes away. You cannot use this ability again until you've complete a long rest.
Features change starting at level 14.
Puppet Master
Starting at 10th level, you can create a puppet out of clay, dirt, mud, or wood. This puppet looks however you want, and while inactive, is no more than just a toy.
As an action, you can place the Hollow Mask upon your face and look through your creatures eyes. While in your puppet's perspective, you can treat it similar to the find familiar spell. You can see through the puppet, hear through the puppet, and control the puppet as long as it is in a 500 foot radius from you.
Combat Puppet
Starting at 10th level, you can create a puppet out of clay, dirt, mud, or wood. This puppet looks however you want, and while inactive, is no more than just a toy.
As a bonus action, you can ignite the fury of your master into the puppet's body, allowing it to have a mind of its own. Your puppet follows immediately behind your initiative order. As a free action, you can telepathically command your puppet to move and take an action.
Bite.Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (2d4 + 4) piercing damage.
SwipeMelee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d6 +4) bludgeoning damage.
Fury Spin Melee Weapon Attack: +5 to hit, reach 5 ft., any target within reach. Hit: (2d8 + 4) bludgeoning damage. Recharge: d6 (6)
The puppet stays ignited with the Hollow's energy for 10 minutes or until destroyed. If the puppet is destroyed, you can spend an hour to remake it and instill the new creation with your master's power. You can use this feature once per short rest.
Blessing of the Hollow
Your strength and gratitude towards your master grants you benefits. Starting at 14th level:
- You gain permanent resistance to psychic damage
- You gain permanent advantage to wisdom saving throws
Improved Hollow Mask
The feature "Hollowed Mask" improves. Starting at 14th level you can, place the mask on your face and gain one of the following abilities:
- You gain immunity to psychic damage for 1 minute or until you fall unconscious.
- You gain 1d10 psychic damage to any chosen melee or ranged weapon for 1 minute or until you fall unconscious.
- You gain advantage on charisma(intimidation), charisma(persuasion), charisma(deception) and wisdom(insight) checks for 1 minute or until you fall unconscious.
Once the minute is over or you fall unconscious, you cannot use this ability again until you've complete a long rest.
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